From da936bed5a9ab2f786f8869e690397c434df2918 Mon Sep 17 00:00:00 2001 From: Ben Kurtovic Date: Sun, 8 Jan 2012 22:50:15 -0500 Subject: [PATCH] Mostly finished tutorial, etc; logic for end-game scenarios. --- base.nls | 8 ++--- lobo.nlogo | 116 ++++++++++++++++++++++++++++++++---------------------------- pillbox.nls | 4 +-- player.nls | 16 +++------ tank.nls | 32 +++++++++++++---- 5 files changed, 97 insertions(+), 79 deletions(-) diff --git a/base.nls b/base.nls index 9e8a689..578da51 100644 --- a/base.nls +++ b/base.nls @@ -70,7 +70,7 @@ to refuel-tank [tank-to-refuel] let time-since-last-refuel timer - last-refuel ask tank-to-refuel [ ifelse armor < max-armor and ([armor] of myself) > 1 [ - if time-since-last-refuel > 25 / max-fps [ ; 25 frames + if time-since-last-refuel > 20 / max-fps [ ; 20 frames set armor armor + 1 ask myself [ set armor armor - 1 @@ -79,7 +79,7 @@ to refuel-tank [tank-to-refuel] ] ] [ if ammunition < max-ammo and ([ammunition] of myself) > 1 [ - if time-since-last-refuel > 10 / max-fps [ ; 10 frames + if time-since-last-refuel > 8 / max-fps [ ; 8 frames set ammunition ammunition + 1 ask myself [ set ammunition ammunition - 1 @@ -95,11 +95,11 @@ to regenerate let time-since-last-ammo-regen timer - last-ammo-regen let time-since-last-armor-regen timer - last-armor-regen - if ammunition < max-ammo and time-since-last-ammo-regen > 6 [ + if ammunition < max-ammo and time-since-last-ammo-regen > 4 [ set ammunition ammunition + 1 set last-ammo-regen timer ] - if armor < max-armor and time-since-last-armor-regen > 15 [ + if armor < max-armor and time-since-last-armor-regen > 10 [ set armor armor + 1 set last-armor-regen timer ] diff --git a/lobo.nlogo b/lobo.nlogo index 3185974..7fb94b6 100644 --- a/lobo.nlogo +++ b/lobo.nlogo @@ -24,6 +24,7 @@ globals [ max-fps mouse-was-down? sound-stopped? + stop-game sounds ] @@ -43,16 +44,18 @@ to setup make-sounds-table make-explosions-table load-map - spawn-player 0 0 0 - ;spawn-tank 0 -6 0 90 - ;spawn-tank 1 6 0 270 - ;spawn-base 0 -7 - ;spawn-pillbox 6 6 + ask patch -3 0 [ + spawn-player 270 + ] + ask patch 2 0 [ + spawn-tank 1 90 + ] show-hud render end to go + set stop-game false do-player-logic ask tanks [ do-tank-logic @@ -69,6 +72,19 @@ to go ask explosions [ keep-exploding ] + if stop-game != false [ + clear-drawing + clear-turtles + clear-patches + ask patch 0 2 [ + set plabel first stop-game + ] + ask patch 0 0 [ + set plabel last stop-game + ] + render + stop + ] show-crosshairs show-hud stop-old-sounds @@ -98,7 +114,7 @@ to setup-defaults set max-fps 30 set mouse-was-down? false set sound-stopped? true - set player-death-time timer + set stop-game false set player-deaths 0 set player-has-target? false set player-kills 0 @@ -286,9 +302,9 @@ frames BUTTON 20 -270 +231 115 -303 +264 New Game setup NIL @@ -302,9 +318,9 @@ NIL BUTTON 130 -270 +231 224 -303 +264 Play Game go T @@ -318,9 +334,9 @@ NIL BUTTON 22 -335 +296 225 -382 +343 Fire! player-fire NIL @@ -345,9 +361,9 @@ enable-sound? BUTTON 23 -435 +396 226 -468 +429 Cancel Order player-cancel-order NIL @@ -391,9 +407,9 @@ TEXTBOX TEXTBOX 22 -312 +273 263 -340 +301 --------------------------------- 11 0.0 @@ -401,9 +417,9 @@ TEXTBOX BUTTON 23 -392 +353 226 -425 +386 Place Pill player-place-pill NIL @@ -415,36 +431,6 @@ P NIL NIL -SLIDER -26 -204 -118 -237 -allies -allies -0 -6 -1 -1 -1 -NIL -HORIZONTAL - -SLIDER -126 -204 -218 -237 -enemies -enemies -0 -6 -2 -1 -1 -NIL -HORIZONTAL - INPUTBOX 23 137 @@ -458,9 +444,9 @@ String TEXTBOX 22 -246 +207 257 -264 +225 --------------------------------- 11 0.0 @@ -473,9 +459,31 @@ LOBO Lobo is Logo Bolo: a re-envisioning of the classic tank game by Stuart Cheshire in NetLogo. Below you will find a short tutorial on how to play, some known bugs and limitations, and credits. TUTORIAL -------- +-------- + +In Lobo, you control a tank and attempt to gain strategic control of the map by posessing all of the refueling bases, while simultaneously using your bullets and automated "pillboxes" as defensive or offensive weapons. + +You move your tank, which is black, by clicking anywhere on the playing field Ð you'll drive to that square and stop once you've reached it. If you change your mind and want to stop immediately, double-click anywhere on the map or press "C" (cancel order). The color of the tile represents the type of ground, which determines how fast you drive over it. You drive the fastest on road, which is black; light green grass gives you a medium speed; dark green forest makes you move slowest. + +When you start, you'll have a bit of ammunition and full armor. Fire your gun straight by pressing "F", lowering your ammo count by one. Getting shot by another tank or a pillbox will lower your armor count by one, and if that reaches zero, you'll die and respawn randomly. (Both of these counts are displayed on the top-left of the screen.) + +The map contains a few bases, which look like yellow squares. At the start of the game, they are gray (neutral) and any tank can claim one by driving over it. If you own a particular base, stopping over it will refuel your tank with ammo and armor. An base you don't own won't refuel you, but you can repeatedly shoot at it to weaken it, then drive over it to "capture" it. + +The map also contains a few pillboxes, or "pills", which look like gray circles with colored rectanges sticking out of them. Pills will automatically shoot at their nearest target within range, and they have infinite ammo, but not infinite armor. Destroy an enemy pill (red) and pick it up by driving over it, then place it below you, anywhere on the map, with "P". It'll be green, and will shoot at your enemies instead of you! + +You win the game by controlling all refueling bases on the map and then destroying your rival tanks Ð tanks that don't control any bases don't respawn! + +ADVANCED TIPS +------------- +* Refueling bases have limited reserves of armor and ammo, which regenerate slowly over time. In particular, shooting at a base lowers its armor reserves, and it is "destroyed" when its armor count reaches zero. Therefore, trying to refuel yourself on a recently captured base might not help that much! + +* At the start of the game, try your hardest to ignore the enemy tanks and pills and go straight for bases Ð controlling bases is the most important strategic element, after all. + +* To protect your bases from enemy attack, try placing pillboxes directly adjacent to them. + +* Pillboxes have "anger" Ð they'll shoot faster if you shoot at them, but they'll calm down over time. In other words, it might not be the best idea to take down an entire pillbox in one go, but hurt it and then come back later. -... +* Consider shooting your own pillboxes if an enemy is nearby Ð you'll "anger" it, and it will shoot at your opponent faster! Also, don't hesitate to destroy your own pills completely and re-place them in a better location, or even in the same location with full health if they were damaged beforehand. BUGS / LIMITATIONS ------------------ @@ -484,10 +492,10 @@ In the original Bolo, the map takes up many screen widths and is scrollable with In the original Bolo, patches are not merely colors - they have patterns on them (grass has little green lines, forests are spotted, roads have white stripes). This was not possible in NetLogo because patches can only have a single color. -Time was also a limiting factor: I had planned a lot of additional features found in the original Bolo, like a nicer GUI for showing armor and ammunition, water as a ground-type (which drowns your tank). These were skipped so more work could be spent on general polishing and testing. +Time was also a limiting factor: I had planned a lot of additional features found in the original Bolo, like a nicer GUI for showing armor and ammunition, water as a ground-type (which drowns your tank), allies and multiple enemies (grr!), a nicer game-over screen, and a much, much smarter AI. These were skipped so more work could be spent on general polishing and testing. CREDITS / MISC -------- +-------------- * Stuart Cheshire for the original Bolo game. Some graphics used in this project (tanks, pillboxes, and bases) were heavily based on old sprites taken from Bolo. diff --git a/pillbox.nls b/pillbox.nls index d811adb..d80bb51 100644 --- a/pillbox.nls +++ b/pillbox.nls @@ -48,7 +48,7 @@ end to do-pill-logic ifelse alive? [ if timer - last-fire-time > anger [ - let targets tanks with [team != [team] of myself] in-radius 6 + let targets tanks with [team != [team] of myself] in-radius 7 if any? targets [ pill-fire-at min-one-of targets [distancexy [xcor] of myself [ycor] of myself] ] @@ -65,7 +65,7 @@ to pill-fire-at [target] debug who "PILL-FIRE" (word "at " [who] of target) face target play-sound "fire" - fire-bullet 6 + fire-bullet 7 set last-fire-time timer end diff --git a/player.nls b/player.nls index 63969e8..8ee34d9 100644 --- a/player.nls +++ b/player.nls @@ -3,7 +3,6 @@ globals [ player - player-death-time player-deaths player-has-target? player-kills @@ -15,22 +14,15 @@ globals [ ;; Procedures ;; ========== -to spawn-player [tank-xcor tank-ycor tank-heading] - create-tanks 1 [ +to spawn-player [tank-heading] + sprout-tanks 1 [ set player tank who - set-tank-vars true 0 tank-xcor tank-ycor tank-heading + set-tank-vars true 0 tank-heading ] end to do-player-logic - ifelse player = nobody [ - if timer - player-death-time > 1.5 [ - spawn-player 0 0 0 - ask player [ - play-sound "spawn" - ] - ] - ] [ + if player != nobody [ ask player [ do-player-movement ] diff --git a/tank.nls b/tank.nls index 45fec2d..18e4298 100644 --- a/tank.nls +++ b/tank.nls @@ -25,13 +25,13 @@ tanks-own [ ;; Procedures ;; ========== -to spawn-tank [tank-team tank-xcor tank-ycor tank-heading] - create-tanks 1 [ - set-tank-vars false tank-team tank-xcor tank-ycor tank-heading +to spawn-tank [tank-team tank-heading] + sprout-tanks 1 [ + set-tank-vars false tank-team tank-heading ] end -to set-tank-vars [player? tteam txcor tycor theading] +to set-tank-vars [player? tteam theading] set acceleration 0.03 set ammunition 4 set armor 8 @@ -52,7 +52,6 @@ to set-tank-vars [player? tteam txcor tycor theading] set heading theading set shape "tank" set size 1.5 - setxy txcor tycor end to do-tank-logic @@ -98,7 +97,7 @@ to fire ifelse ammunition > 0 [ debug who "TANK-FIRE" (word (ammunition - 1) " left") set ammunition ammunition - 1 - fire-bullet 5 + fire-bullet 6 play-sound "fire" ] [ play-sound "noammo" @@ -123,12 +122,31 @@ end to kill-tank if is-player? [ - set player-death-time timer set player-deaths player-deaths + 1 ] if [is-shooter-player?] of myself [ set player-kills player-kills + 1 ] + ifelse is-player? [ + ifelse any? bases with [team = -1 or team = 0] [ + ask patch (6 - random 12) (4 - random 8) [ + spawn-player (random 360) + ] + ] [ + set stop-game ["GAME OVER: PLAYER LOSES!" "Enemy controls all bases"] + ] + ] [ + ifelse any? bases with [team = -1 or team = 1] [ + ask patch (6 - random 12) (4 - random 8) [ + spawn-tank ([team] of myself) (random 360) + ] + ] [ + set stop-game ["GAME OVER: PLAYER WINS!" "Player controls all bases"] + ] + ] + ask max-one-of tanks [who] [ ; Tank that was just spawned + play-sound "spawn" + ] die end